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2018-08-22Make taking injuries more flexibleRaymond Hogenson1-0/+1
I've just moved it into the Enemy trait, because I was planning on having Bill move around when he got hit, but it didn't look good.
2018-08-20Move assets directly into the binaryRaymond Hogenson1-3/+4
Wow rust has a built-in operation for moving binary assets into a file! That's so cool! Rust is the best language in the world! Does C++ have this?
2018-08-19Move some code around and improve abstractionRaymond Hogenson1-180/+66
This doesn't change the functionality of the game at all (ideally), but makes it easier to refactor and to add new enemies and new stages, which is really the end-goal of this whole thing.
2018-08-18Add a health barRaymond Hogenson1-1/+1
It's sweet now
2018-08-18Improve performanceRaymond Hogenson1-3/+1
I profiled it and this was the slowest part.
2018-08-18Add texturesRaymond Hogenson1-25/+16
These were fun to make
2018-08-18Tune enemy movement logicRaymond Hogenson1-28/+36
Now the logic is straightforward and not so fragile when we add some new complexity. Next step I think is to make it all based around traits or some kind of generics, and then we can plug in new enemies. Ideally we'll just have the game represented as a list of phases, where a phase is just an object, and the player will progress through them in order. Because it has to be a concrete object, I think we can embed a function pointer into a struct to get most of the functionality that we want.
2018-08-18Finalize the new movement schemeRaymond Hogenson1-20/+55
Ok it's pretty fucking cool. Tracking acceleration has always looked good, no matter what. There's some pretty advanced logic going on here, and it's worth it.
2018-08-18Write a working bullet hellRaymond Hogenson1-0/+237
I just fucked up the enemy movement, but hopefully I won't ever need that old code. The new one is going to look really cool and sweet. Anything with just modifying acceleration must look very cool and smooth.